A, AR, or DP?


Ace_of_Hearts

 

Posted

I'm looking to finally make a Corruptor that I can stick with this weekend, and I have a concept I like but can't decide on the primary. I've already decided on /Dark as my second, but the only thing I know I want out of the primary is that it has to be a weapon based set. How do Archery, Assault Rifle, and Dual Pistols compare on Corrs, and how well do they mesh with /Dark?


 

Posted

Assault Rifle, because Full Auto is the best power in the game.

*sweeps Rain of Arrows under a rug, whistles innocently*


~union4lyfe~

 

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They all work ok. IMO Archery is the best, but AR and DP have some useful powers. I think Archery is the best because it has quick attacks, and Rain of Arrows is great. However AR has Full Auto and Ignite. All three of those go well with Dark because of Tar patch. The only perks DP has is that it has some interesting slotting options, but most of it's powers have longer animations. But it's pretty nifty thematically.

For AR vs Archery, Rain of Arrows is better then Full auto, because it does more damage, and is ground targeted rather then a cone, so you can fire around corners and stuff like that. But Ignite plus Tar patch would be nice, though Ignite is kinda small. So AR has 3 powerful AEs in Ignite, Flamethrower and Full auto, but they are all longer cast times, 4s for Ignite and Full Auto, and 2.33 for Flamethrower. AR also has a somewhat lacking single target chain. For Archery, besides RoA, the other AE is lower damage, but quicker, both Archery AEs are super fast casting for an AE, 1.17 for Fistful of Arrows, and 1 for Explosive Arrow. Archery also has a full single target attack chain, and blazing arrow is a really nice tier 3, almost as fast as Blaze or BIB and comes earlier, plus it's full 80' range, when many other tier 3s are 40 or 50.

So I personally would order the 3 as Archery, then AR, then DP. But just depends on what you want.


 

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Archery hits harder and faster than either of the other sets, so for performance, Archery it is. Rain of Arrows is so much better than Full Auto it's not even funny. Even if it did the same damage as Full Auto, it'd still do "more" damage because it can hit 16 targets, as opposed to Full Auto only being able to hit 10. Thankfully, not only can it hit more targets, but it does actually do more damage to each person hit.

Stack on the ability to cast it from around corners in complete safety and Full Auto's pathetically narrow cone and AR becomes even more laughable. Oh and one more thing! Rain of Arrows can Scourge off of itself. Since it does 3 ticks of damage, the first tick will hurt the enemies, the second tick may scourge on some of them, and the third tick will most likely scourge on everything! That effectively increases RoA damage by something like 30-50%

Dual Pistols is fun so far on my defender, but it's definitely the big spoiler and exhaust tipped equipped Honda Civic of CoH powersets. All show, no go.


 

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Quote:
Originally Posted by Neogumbercules View Post
... but it's definitely the big spoiler and exhaust tipped equipped Honda Civic of CoH powersets. All show, no go.
This is so true. I love Pistols, but it's just not as good as it looks. Go Archery, slot RoA and never look back.


@ Sfort
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Quote:
Originally Posted by Duncan_Frost View Post
Assault Rifle, because Full Auto is the best power in the game.

*sweeps Rain of Arrows under a rug, whistles innocently*
This made me laugh out loud. Hahaha...

If you're going /Dark, I'd have to say Archery as well. Because Tarpatch + Rain of Arrows would be absolutely beautiful.

I'm not sure if you need line of sight for Tar Patch, but if you don't you could really tear up groups without them ever seeing you.


@Gilia1
I play heroes on Champion.
I play villains on Virtue.

 

Posted

Quote:
Originally Posted by Neogumbercules View Post
Dual Pistols is fun so far on my defender, but it's definitely the big spoiler and exhaust tipped equipped Honda Civic of CoH powersets. All show, no go.
Dual Pistols shines as a DP/MM Blaster. Run in, hit Drain Psyche, Concentration, HoB, Psychic Shockwave or Bullet Rain, next. Of course, it's a Blaster combo, but alot of fun.

I think RoA plus Scourge x 2 is the way to go for a Corrupter though.


Quixotik

"I did not say this. I am not here." -Guild Navigator

 

Posted

Add in another vote for Archery. It's just a fantastic set. Good single target damage, fantastic AoE, lower endurance costs, and high accuracy.


 

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I think what AR is balanced around is the sum of its parts, mores specifically the developers assume you take almost all of the AoEs in the set, which seems out of place with the current state of the game. If you skip some of the AoE's in AR (eg buckshot or flamethrower) you probably can't be as effective as archery for example which explains why full auto isn't as good as its counterpart in rains of arrows. I am not sure if that should be addressed because making flamethrower weaker to improve full auto to be comparable to rain of arrows, seems a like a difficult juggling act.


 

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Quote:
Originally Posted by Neogumbercules View Post
Archery hits harder and faster than either of the other sets, so for performance, Archery it is. Rain of Arrows is so much better than Full Auto it's not even funny. Even if it did the same damage as Full Auto, it'd still do "more" damage because it can hit 16 targets, as opposed to Full Auto only being able to hit 10. Thankfully, not only can it hit more targets, but it does actually do more damage to each person hit.

Stack on the ability to cast it from around corners in complete safety and Full Auto's pathetically narrow cone and AR becomes even more laughable. Oh and one more thing! Rain of Arrows can Scourge off of itself. Since it does 3 ticks of damage, the first tick will hurt the enemies, the second tick may scourge on some of them, and the third tick will most likely scourge on everything! That effectively increases RoA damage by something like 30-50%

Dual Pistols is fun so far on my defender, but it's definitely the big spoiler and exhaust tipped equipped Honda Civic of CoH powersets. All show, no go.
Rain of Arrows has never done more than two ticks of damage for me. I have no idea why, but I have tested it against single enemies while watching the combat log.

To the OP: In the event that your Rain of Arrows is bugged, it will likely be doing as little damage as Full Auto. In that case, the extra AoEs in Assault Rifle (that don't cause knockbacks) definitely make up for not having Rain of Arrows.


 

Posted

Rain of Arrows is outright better than Full Auto, but Rain of Arrows + Fistfull is more fiddly than Full Auto + Flamethrower.

Ignite is much more useful than Explosive.. the AOE damage is nice even if foes flee, and if you can keep them from fleeing it's even better. Tar patch is good for this, web grenade is even better, and it melts AVs that are too brave (or stupid) to run. Explosive just knocks stuff out of your tar patch, unless you waste a power on Hover and time on positioning yourself above the pack.

I guess it depends on whether you want an extremely good one trick pony or a variety of slot-hungry situational powers.


 

Posted

It's not all about Rain of Arrows...

FA + Flame Thrower is amazing with a Tar Patch, and Range Enhancers allow these skills to have superior geometry than a targeted AoE. If you and your pet stack Petrifying Gaze on a Boss, Ignite will offer some absolutely wicked damage.

Dual Pistols will allow you to stack -resistance on hard targets (Piercing Round+Tar Patch=-50%). You can also stack very large amounts of -damage with /Dark by using Toxic Ammunition. Hail of Bullets offers defense to all 3 positions during its animation, and you are already leveraging -ToHit that should put you near the soft cap.

All three sets offer something slightly different. Archery offers very high damage and the highest Accuracy of the three. Dual Pistols has a lot of synergy and is very adaptable-- particularly when paired with a debuffing set. Assault Rifle has the highest total AoE DPS, with Buck Shot, M-40, Flame Thrower, Full Auto, and Ignite.


 

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It should be mentioned that Ignite is probably one of the most powerful attacks available to corrupters, short of Fire's nuke.. While the AoE is barely big enough to hit 3 enemies, it will still melt things away quickly. I prefer to use the AoE immobilize from mace mastery, but slows work well enough.


 

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Quote:
Originally Posted by Quixotik View Post
Dual Pistols shines as a DP/MM Blaster. Run in, hit Drain Psyche, Concentration, HoB, Psychic Shockwave or Bullet Rain, next. Of course, it's a Blaster combo, but alot of fun.


I'm sorry, this made me laugh. It isn't that you're wrong, it's the you're right.
However, the whole DP thing is just sad, imo.

Basically, what you actually just said is: "DP shines when you rely heavily on your secondary."

So DP is awesome when you don't use DP.


"Through Avarice evil smiles; through insanity it sings"
Forum Troll Rule #1: Anyone who disagrees with my point of view is either a fanboy or an idiot.
I'm a proud carebear.

 

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Quote:
Originally Posted by Faolon View Post
I'm sorry, this made me laugh. It isn't that you're wrong, it's the you're right.
However, the whole DP thing is just sad, imo.

Basically, what you actually just said is: "DP shines when you rely heavily on your secondary."

So DP is awesome when you don't use DP.
It certainly leans more on the secondary than the other options. What I would take from the example, however, is how a tier 9 pbaoe with no delay and no crash can synergize well with other pbaoe powers, like DP and PShockwave (what I would have put next). I think both in the case of DP/ and /MM, if you play a set that does not play well with pbaoes you will find them frustrating, or find yourself hopping in and out a lot.

I don't think it's a statement about DP or any other set. It's all about power combinations that are conducive and effective together. I *love* toe bombing followed by RoA+Ex. It's enough to kill them, they are knocked around while RoA is prepping then half of what's left (not much) is knocked again at the end, ripe for the picking. That doesn't mean /Dev depends on Archery/, or vice versa. Both those powers work well in other combinations.


@Gilia1
I play heroes on Champion.
I play villains on Virtue.

 

Posted

I would say AR. Flame thower, ignite and FA are all superduper with tar patch.

Arrows is cool but the amount of fun you have before and after level 32 with arrows is night and day. Arrows before Rain is the most boring blast set IMHO, if you're having a hard time sticking with a corruptor I don't think Arrows is the set for you.


 

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I like Ignite as much as the next guy, but I think it gets more credit than it deserves. This is especially true after the nerf it got hit with.

It's got an incredibly small radius

It's got an incredibly long cast time

It takes 14 seconds to do it's job, including cast time.

Anything not immob'd, even at the slow cap, will run out of it in a second or two tops.

AR has good AoE potential but it constantly shoots itself in the foot, no pun intended. Long cast times, random knock back, narrow cones with differing ranges/degrees, and Ignite, which is really not that useful most of the time unless you're specifically setting up for it, which impedes on the rest of your AoE chain. It's single-target damage is a joke unless you use Ignite as a ST attack with an immob or against something that won't run.

It's 3 biggest hitters are all DoT that take forever to pay off (7 seconds on Flamethrower, 10 seconds on Ignite, 4 seconds on Full Auto) and that doesn't include cast time. The other two are pretty low damage S/L attacks that randomly scatter mobs to the 4 winds. Other than that, it's got the mostly useless Beanbag, and a snipe. It's probably the biggest collection of powers in a set that share absolutely no synergy with one-another in the game.

Secondaries like /Dark and /Storm and /Rad don't make AR "awesome" they make AR playable.


 

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If you've ever toggle pull with darkest night and trap them by dropping tar patch under the mob you can maximize your damage out put with ignite. All the random knockback is gonna keep the mob that does make it to the corner get knockback into tar patch.

Dark is great at tanking if you take the time to set it up. Ignite is gonna add tons of safe damage if you toggle pull.


 

Posted

Given the lack of a single target damage, I find the snipe very useful for AR. As for bean bag I like it a lot to be honest, but to really make use of it you will probably need recharge. But without the recharge it still works against minions and Lt's.

Buck shot works fine as an AoE cone, and can be used in a single target chain. I don't mind that full auto is a DoT given the damage it does, and at the range it can be fired from. Flamethrower is a DoT that requires you to be at a closer distance, which I think is a drawback, despite it being fire damage, and its heft endurance cost which I find unreasonable. Ignite requires too much work to make it work against a single target. Lethal damage isn't a big concern with corruptors as with blasters because of having access to -res in so many of the secondaries, so the value of ignite and flame thrower are diminished. Grenade launcher needs to be tuned appropriately, and I think the set would be better overall.


 

Posted

Quote:
Originally Posted by Neogumbercules View Post
I like Ignite as much as the next guy, but I think it gets more credit than it deserves. This is especially true after the nerf it got hit with.

It's got an incredibly small radius

It's got an incredibly long cast time

It takes 14 seconds to do it's job, including cast time.

Anything not immob'd, even at the slow cap, will run out of it in a second or two tops.

AR has good AoE potential but it constantly shoots itself in the foot, no pun intended. Long cast times, random knock back, narrow cones with differing ranges/degrees, and Ignite, which is really not that useful most of the time unless you're specifically setting up for it, which impedes on the rest of your AoE chain. It's single-target damage is a joke unless you use Ignite as a ST attack with an immob or against something that won't run.

It's 3 biggest hitters are all DoT that take forever to pay off (7 seconds on Flamethrower, 10 seconds on Ignite, 4 seconds on Full Auto) and that doesn't include cast time. The other two are pretty low damage S/L attacks that randomly scatter mobs to the 4 winds. Other than that, it's got the mostly useless Beanbag, and a snipe. It's probably the biggest collection of powers in a set that share absolutely no synergy with one-another in the game.

Secondaries like /Dark and /Storm and /Rad don't make AR "awesome" they make AR playable.
The beauty of ignite is that while it is doing damage, you can do other things, like flamethrower or full auto just to ensure everything dies. The small radius is a limitation, but a web grenade from mace mastery can keep up to four enemies in it while you watch them burn.


 

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Quote:
Originally Posted by Syntax42 View Post
The beauty of ignite is that while it is doing damage, you can do other things, like flamethrower or full auto just to ensure everything dies. The small radius is a limitation, but a web grenade from mace mastery can keep up to four enemies in it while you watch them burn.

Those are DoTs as well though.


 

Posted

Yeah, I have to say not to diminish Rain of Arrows in any way, but Full Auto + Flamethrower is almost like having two Full Autos. And it's a wider arc, as well, which is great for catching anyone running away, or spread out by a Trip Mine.

Ignite, though, I could skip. (And do )


 

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Quote:
Originally Posted by Jade_Dragon View Post
Yeah, I have to say not to diminish Rain of Arrows in any way, but Full Auto + Flamethrower is almost like having two Full Autos. And it's a wider arc, as well, which is great for catching anyone running away, or spread out by a Trip Mine.

Ignite, though, I could skip. (And do )
Flamethrower though at least has a higher base accuracy. Ignite really needs a lot of slotting to be effective along with a slow/hold/immoblize to be worthwhile.

I am not sure why ignite was nerfed, but put me down for puzzled for that.


 

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Quote:
Originally Posted by Gemini_2099 View Post

I am not sure why ignite was nerfed, but put me down for puzzled for that.
Before the nerf I was able to keep two ignite patchs out at once. On my AR/Ice blaster I could corner pull to ice patch and keep an ignite patch on top of the patch and have anther ignite going on the far side of ice patch keeping the mobs from running around the patch. I'm not going to say it was overpowered though since the animation time needed to keep those two ignites going didn't allow me to do anything else.

One way ignite was overpowered it seemed to me was I could, using a corner, stack immobs on a boss and be safe around a corner and stack ignites under the boss. The only time I was at risk was when I had to quickly step into line of sight of the boss and step back behind the corner to get anther immobilize stacked on the boss. With all the packing crates in the warehouse maps you could really maximize that technique by only jumping straight up. Even this technique had it's downside, if that immobilize misses your stuck in that long animation while the boss rushes you.


 

Posted

Does anyone know if the new oil slick, for trick arrows, works as advertised? If so, I think that just reinforces that ignite is simply underwhelming in its current state, and another edge to archery.

Ignite was "overpowered" back when the cap was level 40, and I still can't see how the recent nerf was warranted.